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Found 1 result

  1. I had an idea about color/background dialogue replies that took into account party spells cast, items, and such - throwaway one-line loops that give players a sense of "awareness" in Aran. It turns out that JCompton as already tread this road before - in his Infinity Modding Iron Chef im7 entry is a great example of a straightforward quest encounter, with resolution through party-supplied items. The code is pretty straightforward (and by that, I mean good, because simple = less likely to break) - IF ~~ gotitem SAY ~Yes! That will be perfect! Thank you!~ = ~Now... do I have everything I might need to face him?~ ++ ~This sounds expensive. Forget it.~ + busy + ~PartyHasItem("potn43") Global("FionaInsight","GLOBAL",0)~ + ~I have this Potion of Insight, might that serve as a source of inspiration?~ DO ~AddexperienceParty(3000) SetGlobal("FionaInsight","GLOBAL",1) TakePartyItemNum("POTN43",1) ~ + gotitem + ~CheckStatGT(Player1,14,WIS) Global("FionaInsight","GLOBAL",0)~ + ~You say your spell brought you to me? Perhaps hearing the tale of my own triumphs over adversity will inspire you.~ DO ~AddexperienceParty(3500) SetGlobal("FionaInsight","GLOBAL",1)~ + inspirestory + ~PartyHasItem("belt06") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a hill giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt06",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt07") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a stone giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt07",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt08") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a frost giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt08",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~PartyHasItem("belt11") Global("FionaStrength","GLOBAL",0)~ + ~I have a belt which grants the strength of a fire giant, will that do?~ DO ~AddexperienceParty(3000) TakePartyItemNum("belt11",1) SetGlobal("FionaStrength","GLOBAL",1)~ + gotitem + ~InParty("Minsc") !Dead("Minsc") Global("FionaStrength","GLOBAL",0)~ + ~A source of strength? Hmmm. I have an idea so crazy it just might work. Minsc, would you let Fiona hold Boo for a moment?~ DO ~SetGlobal("FionaStrength","GLOBAL",1) AddexperienceParty(3500)~ EXTERN MINSCJ holdboo + ~PartyHasItem("SW1H51") Global("FionaPower","GLOBAL",0)~ + ~You may have Celestial Fury. It is a blade of unprecedented power.~ DO ~AddexperienceParty(3000) TakePartyItemNum("sw1h51",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~PartyHasItem("staf11") Global("FionaPower","GLOBAL",0)~ + ~Though we fought hard to obtain it, take the Staff of the Magi. Surely, it is powerful enough for your needs.~ DO ~AddexperienceParty(3000) TakePartyItemNum("staf11",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~PartyHasItem("hamm09") Global("FionaPower","GLOBAL",0)~ + ~Crom Faeyr is a hammer of enormous power. May it serve you well.~ DO ~AddexperienceParty(3000) TakePartyItemNum("hamm09",1) SetGlobal("FionaPower","GLOBAL",1)~ + gotitem + ~CheckStatGT(Player1,14,CHR) Global("FionaPower","GLOBAL",0)~ + ~You say you need a source of great power? I don't think so. All the power you need is already in your own heart and spirit, which must be formidable indeed for you to have endured years of torture without giving up hope.~ DO ~SetGlobal("FionaPower","GLOBAL",1) AddexperienceParty(3500)~ + powerstory ++ ~Let me come back later, I may have what you need then.~ DO ~AddJournalEntry(@99,QUEST)~ + comeback IF ~Global("FionaInsight","GLOBAL",1) Global("FionaStrength","GLOBAL",1) Global("FionaPower","GLOBAL",1)~ + haveitall END So, in this case, JCompton has decided that as part of the quest/encounter, the player can swap out specific items for experience as a payment for resolving Fiona's quest. For materials other than quests, or reactions to the party having items that might be worthy of comment by a party (either for good or ill), the standard or "traditional" way of doing this is using the script (.bcs) to trigger. Some mods, like Saerileth, take this to extremes by adding things like this to baldur.bcs, therefore loading down scripts when the player has a big bag of holding - the master script continually checks the party, and all of the containers with the party, for the item: IF PartyHasItem("AnObjectionableEvilItem") // no global set, so that it checks every script cycle THEN RESPONSE #100 SetGlobal("PartyHasEvilItemIWantToDestroyOrWillLeaveImmediately","GLOBAL",1) StartDialogNoSet(Player1) END SIDE NOTE: DavidW has suggested a cool idea using LOCALS and timers to run these checks on a longer cycling, reducing script lag. It works well, as it still checks regularly - just not every single script cycle. In the dialog, there is a matching state that complains about the object to the PC, and sets reactions accordingly. For example, Chloe's script detects misuse of her swords, and smites the player. Other modders have chosen less restrictive paths. Amber, for example, refuses to use certain items, but it runs in her script, and does not mess with what others in the party are using or what is in the bag of holding. I think we can safely add some nice scenery stuff for all players using the "traditional" approach, for a few (less than 5) of the big, big items. Heck, we might even use this in his .bcs as a way of tailoring weaponry or equipment to match his class when the player first spawns him, if we want: in dialog, or in .bcs, it runs about the same: .baf entry for "upgrading" a weapon IF Global("c-weaponcheck","GLOBAL",0) HasItem("weapon1","c-aran") CheckStatGT(Player1,11,LEVEL) THEN RESPONSE #50 TakeItemReplace("weapon2","weapon1","c-aran") SetGlobal("c-weaponcheck","GLOBAL",1) THEN RESPONSE #50 TakeItemReplace("weapon3","weapon1","c-aran") SetGlobal("c-weaponcheck","GLOBAL",1) END In this example, we leverage both the use of CheckStatGT() | HasItem(), and the random RESPONSE block, so that sometimes Aran shows up with Weapon 2, sometimes Weapon 3 (Check Beyond The Law and other mods by Z and you will see good examples of this kind of .bcs block leverage). But dialogue between people does not always work with such constraint that you immediately walk up to a friend and say "Yo. Big ugly evil thing in your hands. Drop it, or I am outta here." (Well, perhaps that is an overstatement, and perhaps you do. But I am unaccustomed to the blunt, direct, rude conversation depicted in that kind of scenario - it is more likely to be "Cmorgan! Great to see you!" <3 minutes of trivia smalltalk> "You know, I think you are a good friend, and I just have to mention... that thing you said to the principal? I am glad you have tenure! Because if I said it, my non-tenured bottom would have been bounced right out of the school!". Unless it is a pickup line, like this, I think in a more natural conversation, you might sidecomment on gear or something, and then be back in the regular conversation, more like this: or for the dudes, Good game designers know to avoid this kind of sidetracking. It is a bogdown of clean conversation, it adds complexity to keeping players on track, and it wastes precious time in development. It tends to confuse players, who are already conditioned that if NPC A mentions a dude who sells swords the next town over, it means either he is secretly a black dragon in disguise, he has a mission you can take, or he is a Plot Point that must be cleared before moving on. Luckily, I am a modder, and can ignore this (albeit at my peril), adding a few little "awareness" dialogs here and there. They can be added to the PID, where players who love RP interaction will find them; they can be added to flirts; and with a little bit of judicial weaving, they can even be interjected into vanilla reactions by Canonical BioWare™ NPCs. In a few places, they can even be snuck in as a side branch in a conversation, which may or may not sidetrack the conversation. For that reason (the potential sidetrack) the FriendTalks are the best place to look at adding one or two of these, in more innocent conversations where it does not really matter if a player is sidetracked as much. We all have those conversations where you start talking about something, and then someone says something bad about <INSERT_FAVORITE_TEAM_OR_HOBBY_OR_POLITICAL_STANCE_HERE>, and suddenly it is all broken up, and the original conversation is completely lost! We can play with this idea at the dialog level, adding a reaction template to be scattered where it mimics regular conversational flow. With some situational rewriting, this template can be used for inserting reactions to the one item we know Aran could not shut his mouth about: /* LEAT21 // Human Flesh +5 evil armor */ IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",0)~ GOTO b100 IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",1) GlobalTimerExpired("c-aranskin","GLOBAL")~ GOTO b101 IF ~HasItemEquiped("LEAT21",Player1) Global("c-arskinarm","LOCALS",2) GlobalTimerExpired("c-aranskin","GLOBAL")~ GOTO b102 IF ~~ b100 SAY ~[ARAN] Hey, by the way, your armor be all wrong. I know you be th' scourge o' Faerun, but you don't have to wear your heart on your sleeve, eh? In this case, someone else's, by th' look. An' I won't say how bad it smells.~ IF ~~ THEN DO ~SetGlobal("c-arskinarm","LOCALS",1) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ EXIT END // or whatever tie backs necessary IF ~~ b101 SAY ~[ARAN] You stll be wearin' that Grumbar-lovin' Cyric-blighted armor? Gives me th' chills, it does.~ ++ ~[PC] If it bothers you that much, I will take it off.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] I think it has a great effect on our opponents' morale. You are just going to have to get used to it.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] If I wanted you opinion, I would have asked.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 ++ ~[PC] Shut up, or your ears will add decoration to it.~ DO ~SetGlobal("c-arskinarm","LOCALS",2) SetGlobalTimer("c-aranskin","GLOBAL",FOUR_DAYS)~ + b103 END IF ~~ b102 SAY ~[ARAN] Look, I do a good bit around here, an' I know you be th' leader. I'm just sayin', that armor makes it blighted hard for me to do my job. Th' smell be only part o' it. Shar's Kiss, get rid o' it, eh?~ ++ ~[PC] Or you will run crying like a weakling child, break your contract, and leave?~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] Shut up, Aran. I heard you the first two times. I will use what tools I see fit to advance my goals.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] Are you volunteering to add more skin to this armor? Speak again, and I will ~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] I may very well take it off. You are useful. But then again, I might put it back on. You will have to get used to it, or leave.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 ++ ~[PC] You do very little, and I am tired of your whining. That is the last warning you will get.~ DO ~SetGlobal("c-arskinarm","LOCALS",3)~ + b104 END IF ~~ b103 SAY ~[ARAN] Hey, I don't go around second guessin' you. So if I be sayin' it, you know there be one hells of a lot more people who have noticed. Might fit your ideas, but it be bad tactics to give away your position that way.~ IF ~~ THEN EXIT END // or whatever tie backs necessary IF ~~ b104 SAY ~[ARAN] Cyric's Black Heart, I don't run out on contracts. But you smell worse than a charnelhouse. If I throw up, you will be knowin' why.~ IF ~~ THEN EXIT END // or whatever tie backs necessary Another template to run out might be a set of reactions for PID, with Aran reacting to using Drow weapons: /* PID for Underdark: equipment addition */ + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWBLUN01","c-aran") Global("c-arandroweq","LOCALS",0)~ + ~[PC] Aran, you keep looking oddly at that Drow flail you are using. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Flail +3 + ~Global("c-arandroweq","LOCALS",0) OR(2) HasItemEquiped("DWCHAN01","c-aran") HasItemEquiped("DWCHAN02","c-aran")~ + ~[PC] Aran, you keep looking oddly at that armor you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Elven Chain +3, Drow Adamantine Chain +5 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWCLCK01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that cloak you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Piwafwi Cloak + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWHALB01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that halberd you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Halberd +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWPLAT01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that plate armor you are wearing. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Full Plate +5 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSHLD01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that shield you are holding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Shield +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSPER01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that lance you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Lance +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSW1H01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that scimitar you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Scimitar +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWSW1H02","c-aran")~ + ~[PC] Aran, you keep looking oddly at that longsword you are weilding. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Longsword +3 + ~Global("c-arandroweq","LOCALS",0) HasItemEquiped("DWXBOW01","c-aran")~ + ~[PC] Aran, you keep looking oddly at that crossbow you are using. Is there something wrong?~ DO ~SetGlobal("c-arandroweq","LOCALS",1)~ + c-aranreactdrow // Drow Crossbow of Speed IF ~~ c-aranreactdrow SAY ~[ARAN] Shar's Spikey Spit, I don't rightly want naught to do wi' a weapon what turns to dust in sunlight. I know it be powerful an' magical, but give me a solid surface weapon an' I'd be a mite happier.~ IF ~~ THEN DO ~SetGlobal("c-arandroweq","LOCALS",1)~ EXIT END Other ideas to play with: 0x402C HPPercent(O:Object*,I:Hit Points*) See HP(O:Object*,I:Hit Points*) except this is for a percentage. 0x402D HPPercentLT(O:Object*,I:Hit Points*) See HPLT(O:Object*,I:Hit Points*) except this is for a percentage. 0x402E HPPercentGT(O:Object*,I:Hit Points*) See HPGT(O:Object*,I:Hit Points*) except this is for a percentage. 0x4031 HaveSpell(I:Spell*Spell) Returns true only if the active CRE has the specified spell memorised. 0x4032 HaveAnySpells() Returns true if the active CRE has at least one spell memorised. 0x4044 CheckStat(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter at the value of the 2nd parameter. 0x4045 CheckStatGT(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter greater than the value of the 2nd parameter. 0x4046 CheckStatLT(O:Object*,I:Value*,I:StatNum*Stats) Returns true only if the specified object has the statistic in the 3rd parameter less than the value of the 2nd parameter. 0x404E PartyGold(I:Amount*) Returns true only if the player's party has the amount of gold specified in the 2nd parameter. 0x404F PartyGoldGT(I:Amount*) Returns true only if the player's party has more gold than specified in the 2nd parameter. 0x4050 PartyGoldLT(I:Amount*) Returns true only if the player's party has less gold than specified in the 2nd parameter. 0x4064 HasWeaponEquiped(O:Object*) Returns true only if the specified object has a weapon in a quickslot. 0x407F HasItemEquiped(S:ResRef*,O:Object*) Returns true if the specified object has the specified item in one of its quicklots if it is a weapon, or has it equipped if it is a piece of armour of an amulet etc. InventoryFull(O:Object*) One other area that readily springs to mind are flirts. Since appearance in PC-land is entirely subjective, and we currently do not have a way of identifying what portrait/avatar coloration combination is used, or anything else cosmetic like that in scripting, we often are restricted in the bread and butter of human attraction - reaction and commentary on appearance. We have to live in "generic land", with Assuming Facts Not In Evidence to be avoided. A sample of a problem-flirt: or worse, With a nod to HasItemEquiped(), though, some direct observation is possible: /* Flirt Additions: */ + ~HasItemEquiped("AMUL12",Player1) Global("TEMPVAR","LOCALS",0)~ + j100 // Laeral's Tear Necklace (3000 gp) + ~HasItemEquiped("AMUL01",Player1) Global("TEMPVAR","LOCALS",0)~ + j101 // Necklace of Missiles + ~HasItemEquiped("AMUL04",Player1) Global("TEMPVAR","LOCALS",0)~ + j102 // Studded Necklace with Zios Gems + ~HasItemEquiped("AMUL05",Player1) Global("TEMPVAR","LOCALS",0)~ + j103 // Bluestone Necklace + ~HasItemEquiped("AMUL06",Player1) Global("TEMPVAR","LOCALS",0)~ + j104 // Agni Mani Necklace + ~HasItemEquiped("AMUL07",Player1) Global("TEMPVAR","LOCALS",0)~ + j105 // Rainbow Obsidian Necklace + ~HasItemEquiped("AMUL08",Player1) Global("TEMPVAR","LOCALS",0)~ + j106 // Tiger Cowrie Shell Necklace + ~HasItemEquiped("AMUL09",Player1) Global("TEMPVAR","LOCALS",0)~ + j107 // Silver Necklace + ~HasItemEquiped("AMUL10",Player1) Global("TEMPVAR","LOCALS",0)~ + j108 // Gold Necklace + ~HasItemEquiped("AMUL11",Player1) Global("TEMPVAR","LOCALS",0)~ + j109 // Pearl Necklace + ~HasItemEquiped("AMUL16",Player1) Global("TEMPVAR","LOCALS",0)~ + j110 // Amulet of Metaspell Influence (+1 2nd level spell) + ~HasItemEquiped("AMUL18",Player1) Global("TEMPVAR","LOCALS",0)~ + j111 // Wolfsbane Charm +2 vs Lycanthropes + ~HasItemEquiped("AMUL22",Player1) Global("TEMPVAR","LOCALS",0)~ + j112 // Periapt of Proof Against Poison IF ~~ j100m // Laeral's Tear Necklace (3000 gp) SAY ~[ARAN] (He leans forward slightly, studying the Laeral's Tear necklace you are wearing.)~ IF ~~ THEN GOTO j113 // expensive END IF ~~ j101 // Necklace of Missiles SAY ~[ARAN] (He leans forward slightly, studying the Necklace of Missiles necklace you are wearing.)~ IF ~~ THEN GOTO j114 // missiles END IF ~~ j102 // Studded Necklace with Zios Gems SAY ~[ARAN] (He leans forward slightly, studying the zios gems embedded in the necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j103 // Bluestone Necklace SAY ~[ARAN] (He leans forward slightly, studying the bluestone necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j104 // Agni Mani Necklace SAY ~[ARAN] (He leans forward slightly, studying the angi mani necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j105 // Rainbow Obsidian Necklace SAY ~[ARAN] (He leans forward slightly, studying the obsidian necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j106 // Tiger Cowrie Shell Necklace SAY ~[ARAN] (He leans forward slightly, studying the cowrie shell necklace you are wearing.)~ IF ~~ THEN GOTO j119 /* clunky */ END IF ~~ j107 // Silver Necklace SAY ~[ARAN] (He leans forward slightly, studying the silver necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j108 // Gold Necklace SAY ~[ARAN] (He leans forward slightly, studying the gold necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j109 // Pearl Necklace SAY ~[ARAN] (He leans forward slightly, studying the pearl necklace you are wearing.)~ IF ~~ THEN GOTO j115 /* simple */ END IF ~~ j110 // Amulet of Metaspell Influence (+1 2nd level spell) SAY ~[ARAN] (He leans forward slightly, studying the amulet you are wearing.)~ IF ~~ THEN GOTO j118 /* magical */ END IF ~~ j111 // Wolfsbane Charm +2 vs Lycanthropes SAY ~[ARAN] (He leans forward slightly, studying the wolfsbane charm you are wearing.)~ IF ~~ THEN GOTO j117 /* anti-wolf */ END IF ~~ j112 // Periapt of Proof Against Poison SAY ~[ARAN] (He leans forward slightly, studying the periapt you are wearing.)~ IF ~~ THEN GOTO j116 /* anti-poison */ END IF ~~ j113 SAY ~[ARAN] Now, I do think that piece o' jewelry matches you. But on full account, there be few pieces, no matter how expensive, what can do justice to th' beauty o' your eyes.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // expensive IF ~~ j114 SAY ~[ARAN] (Hesitantly, he reaches one hand out to touch it...) OUCH! That there necklace done bit me! Hells, <CHARNAME>, you could have warned me th' bloody thing was leakin' some o' that missile-energy.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // missiles IF ~~ j115 SAY ~[ARAN] Perfect. Simple, attractive, understated, an' nearly as beautiful as you.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // simple IF ~~ j116 SAY ~[ARAN] Good protection. You might want to keep in on tonight, eh? On account o' I am cookin' wi' some new spices, an' I am nt sure I have the amount just right.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // anti-poison IF ~~ j117 SAY ~[ARAN] Now, you may think that charm will keep th' lkes o' me away. Problem is, I'm no wolf. I just act like one!~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // anti-wolf IF ~~ j118 SAY ~[ARAN] (He gently caresses it with the tip of one finger, then shivers and shakes his hand.) Now, that done give me a set o' goosebumps. Either it did, or th' curve o' your neck did. Either way, I think I might want to repeat th' experience.~ DO ~SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // magical IF ~~ j119 SAY ~[ARAN] Now, that be alright for some women, but I am not so sure when it comes to you. I think it sets off your eyes right nice, but I think it be a mite clunky. Here. This pearl necklace might be better.~ DO ~<< GiveItemCreate "AMUL11">> SetGlobal("TEMPVAR","LOCALS",1)~ EXIT END // clunky
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